Chasing the Sunset
An endless exploration RPG campaign with multiple parties and multiple GMs. Based on West Marches and Fellowship 2nd Edition
Cast of Characters
Learn about the characters and their cultures.
State of the Virtual World
Session reports
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The Present
- Beast, Dragon,Harbinger, Remnant & The Kraken
- Lantern, Rain, Squire, Tinker & shipwreck
- Exile, Spider-Baby & party prep
- Exile, Spider & pirates
- Exile, Spider & abandoned tunnels
- Beast, Halfling, Harbinger, Remnant & mobsters
- Construct, Rain & aquarium
- Beast, Dragon, Halfling, Harbinger, Remnant & depression
- Harbinger, Lantern, Rain, Remnant & Thaumatown
- Beast, Halfling, Dragon & Platypalooza
- Construct, Dragon, Rain & Fight Club
- Beast, Harbinger, Remnant & volcanoes
- Collector, Heir & Fairmeadow Fair
- Beast, Halfling & Swallet
- Collector, Heir & Fire Pits
- Beast, Construct, Halfing & UFO
- Collector, Heir & Secret Base
- Beast, Halfling & Hidden Dungeon
- Collector, Heir & Magical Barrier
- Construct & Moon
- Collector, Heir & Lady Evelynn
- Construct, Exile & Anti Anti Moon Weapon Strike Team
- Beast, Halfling & Jail-break
- Collector, Heir & Broken Bridge
- Beast, Halfling & Shape-Shifter
- Collector, Heir & First Blood
- Beast, Halfling & Dung Beetles
- Beast, Halfling & Change of Heart
- Collector, Heir & Mountain Pass
- Beast, Halfling & Bertha
- Collector, Heir & EEE
- Collector, Elf, Heir & Averiela
- Beast, Halfling & Adventurers’ Club
- Collector, Elf, Heir & The Cure
- Beast, Halfling & Sea Viper
- Collector, Elf, Heir & Ancient Wisdom
- Collector, Elf, Heir & Civic Center
- Beast, Halfling & Exterminator
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Robotics Facility
- Beast, Halfling & Attrition
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Redstone
- Dwarf, Outlander & hostile architecture
- Collector/Hunter, Elf, Heir/Halfling Sheriff & trash
- Beast/Heart of Earth, Halfling/Hunter & Recovery
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Imposters
- Beast/Heart of Earth, Halfling/Hunter & Blueprints
- Dwarf, Outlander & Hidden Things
- Beast/Heart of Earth, Halfling/Hunter & Aftermath
- Dwarf, Outlander & Ranch
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Interrogation
- Beast/Heart of Earth, Halfling/Hunter & Revenge
- Dwarf, Outlander & Family Medicine
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Infinite Windows
- Beast/Heart of Earth, Halfling/Hunter & Power of Friendship
- Dwarf, Outlander &
- Collector/Hunter, Elf, Heir/Halfling Sheriff & Letting Go
- Collector/Hunter, Elf/Elven Elite, Heir/Halfling Sheriff, Ogre & Edna
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Legends of the Past
- Spider-Witch, Tinker-Cyborg & swamp creatures
- Harbinger, Tinker & library invaders
- Dragon, Spider, Tinker, Fairy & Mermaid
But how do I play?
At ground level, this is a Fellowship 2E game. In Fellowship you not only control your character, you are the source of truth for your character’s culture and people. The world does not belong solely to the GM, but is built with contributions from everyone. There are 20 playbooks to choose from, with varied and fun abilities like:
- Lift and throw anything you can grasp, including your enemies
- When you should die, fly into an uncontrollable rage instead
- Seal an unbreakable pact with someone else
- Heal others with the power of friendship
- Remote-control body parts that are no longer attached to you
- Reveal secrets by summoning glowing rain
Each player chooses a different playbook. No doubles!
When you do something interesting, you roll 2d6 plus a stat (-1 to 3). 10 or higher is a success, 6 or lower is failure, and 7-9 is where things get good, with partial successes, tradeoffs, and complications. So the math is simple, but the fiction gets really interesting really fast.
Fellowship 2nd Edition added Horizon mode which has rules for generating new locations to explore, and personal reasons that drive characters to explore. The longer characters stay in one place, the more dangerous it gets, so you’re always encouraged to stay on the move. Characters will spread out over a map that we’ll create as we go. Notice boards in town squares and in transient camps let you pass information to characters that aren’t in your session. You may brag of your accomplishments, warn of nearby danger, or taunt that one character that you just can’t stand.
I want to join!
Great! Send an e-mail to rpg@cliffnordman.com and I’ll add you to the list. I can provide the playbooks and rules. It would be nice if you had dice, pencils, maybe some scratch paper.